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/*
* The ManaPlus Client
* Copyright (C) 2012-2014 The ManaPlus Developers
*
* This file is part of The ManaPlus Client.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "actions/move.h"
#include "actormanager.h"
#include "dropshortcut.h"
#include "emoteshortcut.h"
#include "game.h"
#include "itemshortcut.h"
#include "soundmanager.h"
#include "actions/actiondef.h"
#include "being/attributes.h"
#include "being/localplayer.h"
#include "being/playerinfo.h"
#include "being/playerrelations.h"
#include "gui/dialogsmanager.h"
#include "gui/gui.h"
#include "gui/popupmanager.h"
#include "gui/sdlinput.h"
#include "gui/viewport.h"
#include "gui/popups/popupmenu.h"
#include "gui/windows/skilldialog.h"
#include "gui/windows/socialwindow.h"
#include "gui/windows/statuswindow.h"
#include "gui/windows/tradewindow.h"
#include "gui/windows/questswindow.h"
#include "gui/windows/quitdialog.h"
#include "gui/windows/whoisonline.h"
#include "gui/windows/botcheckerwindow.h"
#include "gui/windows/buyselldialog.h"
#include "gui/windows/chatwindow.h"
#include "gui/windows/debugwindow.h"
#include "gui/windows/didyouknowwindow.h"
#include "gui/windows/equipmentwindow.h"
#include "gui/windows/helpwindow.h"
#include "gui/windows/inventorywindow.h"
#include "gui/windows/killstats.h"
#include "gui/windows/minimap.h"
#include "gui/windows/npcdialog.h"
#include "gui/windows/outfitwindow.h"
#include "gui/windows/setupwindow.h"
#include "gui/windows/shopwindow.h"
#include "gui/windows/shortcutwindow.h"
#include "gui/windows/updaterwindow.h"
#include "gui/widgets/tabs/chattab.h"
#include "render/graphics.h"
#include "net/net.h"
#include "net/playerhandler.h"
#include "net/tradehandler.h"
#include "listeners/updatestatuslistener.h"
#include "resources/map/map.h"
#include "utils/gettext.h"
#include "debug.h"
extern ShortcutWindow *spellShortcutWindow;
extern std::string tradePartnerName;
extern QuitDialog *quitDialog;
namespace Actions
{
static bool closeMoveNpcDialog(bool focus)
{
NpcDialog *const dialog = NpcDialog::getActive();
if (dialog)
{
if (dialog->isCloseState())
{
dialog->closeDialog();
return true;
}
else if (focus)
{
dialog->refocus();
}
}
return false;
}
impHandler(moveUp)
{
if (inputManager.isActionActive(InputAction::EMOTE))
return directUp(event);
return closeMoveNpcDialog(false);
}
impHandler(moveDown)
{
if (inputManager.isActionActive(InputAction::EMOTE))
return directDown(event);
return closeMoveNpcDialog(false);
}
impHandler(moveLeft)
{
if (outfitWindow && inputManager.isActionActive(InputAction::WEAR_OUTFIT))
{
outfitWindow->wearPreviousOutfit();
if (Game::instance())
Game::instance()->setValidSpeed();
return true;
}
if (inputManager.isActionActive(InputAction::EMOTE))
return directLeft(event);
return closeMoveNpcDialog(false);
}
impHandler(moveRight)
{
if (outfitWindow && inputManager.isActionActive(InputAction::WEAR_OUTFIT))
{
outfitWindow->wearNextOutfit();
if (Game::instance())
Game::instance()->setValidSpeed();
return true;
}
if (inputManager.isActionActive(InputAction::EMOTE))
return directRight(event);
return closeMoveNpcDialog(false);
}
impHandler(moveForward)
{
if (inputManager.isActionActive(InputAction::EMOTE))
return directRight(event);
return closeMoveNpcDialog(false);
}
impHandler(moveToPoint)
{
const int num = event.action - InputAction::MOVE_TO_POINT_1;
if (socialWindow && num >= 0)
{
socialWindow->selectPortal(num);
return true;
}
return false;
}
impHandler0(crazyMoves)
{
if (localPlayer)
{
localPlayer->crazyMove();
return true;
}
return false;
}
impHandler0(moveToTarget)
{
if (localPlayer && !inputManager.isActionActive(InputAction::TARGET_ATTACK)
&& !inputManager.isActionActive(InputAction::ATTACK))
{
localPlayer->moveToTarget();
return true;
}
return false;
}
impHandler0(moveToHome)
{
if (localPlayer && !inputManager.isActionActive(InputAction::TARGET_ATTACK)
&& !inputManager.isActionActive(InputAction::ATTACK))
{
localPlayer->moveToHome();
if (Game::instance())
Game::instance()->setValidSpeed();
return true;
}
return false;
}
impHandler0(directUp)
{
if (localPlayer)
{
if (localPlayer->getDirection() != BeingDirection::UP)
{
// if (PacketLimiter::limitPackets(PACKET_DIRECTION))
{
localPlayer->setDirection(BeingDirection::UP);
if (Net::getPlayerHandler())
Net::getPlayerHandler()->setDirection(BeingDirection::UP);
}
}
return true;
}
return false;
}
impHandler0(directDown)
{
if (localPlayer)
{
if (localPlayer->getDirection() != BeingDirection::DOWN)
{
// if (PacketLimiter::limitPackets(PACKET_DIRECTION))
{
localPlayer->setDirection(BeingDirection::DOWN);
if (Net::getPlayerHandler())
{
Net::getPlayerHandler()->setDirection(
BeingDirection::DOWN);
}
}
}
return true;
}
return false;
}
impHandler0(directLeft)
{
if (localPlayer)
{
if (localPlayer->getDirection() != BeingDirection::LEFT)
{
// if (PacketLimiter::limitPackets(PACKET_DIRECTION))
{
localPlayer->setDirection(BeingDirection::LEFT);
if (Net::getPlayerHandler())
{
Net::getPlayerHandler()->setDirection(
BeingDirection::LEFT);
}
}
}
return true;
}
return false;
}
impHandler0(directRight)
{
if (localPlayer)
{
if (localPlayer->getDirection() != BeingDirection::RIGHT)
{
// if (PacketLimiter::limitPackets(PACKET_DIRECTION))
{
localPlayer->setDirection(BeingDirection::RIGHT);
if (Net::getPlayerHandler())
{
Net::getPlayerHandler()->setDirection(
BeingDirection::RIGHT);
}
}
}
return true;
}
return false;
}
} // namespace Actions
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